Shooting in Rouge Point feels profoundly off due to questionably inserted realism taking priority over the gameplay. I'll go over all the mechanics that are making the simple action of firing a gun not nearly as enjoyable as it should be in FPS focused game.
Crosshair should not be animated if it doesn't correspond to gun's accuracy because it's not only misleading the player into thinking that movement affects it but also makes aiming very irritating. A fundamental piece of UI used for shooting should absolutely not be wobbly points & brackets.
Consider making it static or drastically reducing the amount of sway it's subjected to by moving the camera & walking. Iβd also appreciate the option to turn it off completely, be it for immersion or to use a third party crosshair of my own.
Bullets as projectiles are fundamentally less intuitive than simple hitscan and this is further exaggerated by the abysmal shooting velocity of nearly every gun in game. This becomes an issue because even at small distances, players are forced to lead their shots to various success. Shooting at a lookout units is excessively frustrating because of their erratic movement, they often will quite literally evade bullets.
I'd suggest raising the minimal velocity of all guns from 5000 to 10000 and raising velocity of guns which suffer from this the most such as Sahara 50, VAMP-45 & SOCOM .45 to 12000-14000.
Projectile point of origin being the gun barrel seems like excessive realism that gets in the way of playing the game because it further disconnects where the bullets land from where the crosshair is pointed. Constantly hitting cover, railings & missing close range shots is not immersive, it's infuriating.
I would entirely void the mechanic in favor of making the gunplay better but if it must stay as a deliberate design choice then UI indicators of where the actual bullet will go are necessary as soon as possible.
Screenshake as a result of animated recoil should be removed outright. The constant left & right wobbling each time a gun is fired is unsuited for a tactical FPS. Had it only gone up would be fair but it's all over the place and makes any sort of automatic-fire major source of frustration. Actual motion sickness is to be had from the current implementation.
Automatic crosshair position readjustment after halting fire would be welcome, either as an option or a built in feature. Not having it makes the player fight the recoil more so than they should. Constantly having to manually move the crosshair after every engagement is very annoying and I can't imagine how much worse this would feel on a controller. This is a fundamental quality of life feature that goes without saying for a lot of great FPS games and Rogue Point not having it does not make it stand out in a good way.
Please authenticate to join the conversation.
New
Feedback
About 1 month ago

elire01
Get notified by email when there are changes.
New
Feedback
About 1 month ago

elire01
Get notified by email when there are changes.